Ok, it definitely looks promising, but at the same timenothing truly stood out to me or blew me away, then again it is the opening hour of the game and only Alpha.

Things I think could or should be improved, and a few ideas on how.

The bike needs to have better suspension dynamics and bounce. Proper suspension physics generally add to satisfaction of controls and visual feedback, plus sense of speed, see the jeep in Halo or Uncharted etc. As is the suspension physics seem a bit flat and unresponsive, and make biking look a bit uneventful.The drifter bike needs to be way faster, and sound far more meaty. Give it Harley style pops, bangs, grunts and roar, plus way more power. That way at least you'll truly miss it and have something to strive towards.Improve those running animations.Improve the hit reaction physics, especially of the freakers, which seem to react like there's less gravity the moment they die. Make things less floaty, and instead more weighty, with more dramatic and sudden movements and snap.When you're looking for your bike and Deacon is like, "man, where is this thing?", his frustration and sense of impatience and loss doesn't correlate to the gameplay, because there's a map icon pointing you directly to the bike, so actually we the player know exactly where it is unlike Deacon. Instead of showing the exact location of it, have a wider area circled or marked on the map that gives you only a rough idea of where the bike could be in that vague spot, so you still have to use your memory, acumen and some exploration to find it, instead of having a marker directing you to its exact location. That way the dialogue makes sense and there's some added agency.The UI could use some more sophistication eg like Uncharted, God of War, Horizon etc. UI elements don't always need to be on screen. Like these other games, have it dynamic. Eg the combat and health stuff only pop up when you're engaged in actual combat or when you get injured, and everything else either disappears in moments of exploration or exposition, or is brought up by touching the touch pad. The less visual clutter and UI elements, the better. Especially when it comes to admiring the art, graphics, soaking in the atmosphere or taking screenshots.The graphics and lighting differences between cutscenes and gameplay are often a bit jarring. Make things more seamless or consistent. Lighting seems more dramatic and realistic in cutscenes. Cutscenes can have higher quality visuals, but should still be consistent with what we see when it transitions to gameplay (eg in the tunnels during the first nest burn).Likewise, some of the cutscene transitions are jarring in terms of timing and editing, eg when he goes crazy on that freaker after molotoving his first nest. Firstly there should have been a few more kills allowed before the cutscene started, and secondly the cutscene could have started the moment you pulled the last trigger, cutting to a shot of the last freaker getting blown away, and then another running up and getting meleed as per the cutscene we saw. As is the cut was too abrupt.Make the tracking more realistic and subtle. Instead of showing neon glowing shoe prints, why not actually show muddy footprints, or trails of blood? That way things won't be as easy to follow, and will still feel somewhat grounded and rewarding.Some of the animations and animation blending could do with just a tad more polish or realism

5. Beware The HordeYou can't have a zombie game without teeming masses of feral enemies, and Days Gone is no exception. However, when Sony Bend debuted Days Gone during a 10-minute gameplay demo at E3 2016, its horde technology was so impressive that many gamers questioned if it was even real – an accusation the studio still frequently hears to this day. After facing off against a horde ourselves, we can say that not only are these epic showdowns legit, they are unlike any other zombie game we've played to date.

One thing that the E3 debut didn't reveal was Deacon's objective during horde encounter sequences. Unlike other zombie games, you're not just trying to escape freaker hordes or survive for a set period of time. Deacon actually has to kill off the entire mob, each of which is comprised of a finite number of freakers. A bar within the game's HUD shows approximately how many are left in a given horde, though it's easy enough to judge yourself by how many grotesque foes you have shrieking and snapping at your heels.

Horde encounters require you to be constantly running and thinking on the fly as you traverse the environment and use it to your advantage to (hopefully) stay one step ahead of the pack. They can also happen at virtually any time – hordes exist as entities in the game world, and wander between locations on the map to feed and sleep. As you may have guessed from the fact that just a few freakers can be deadly on their own, clearing out a horde is a huge undertaking, and is generally considered a late-game activity. It took us several tries with a fully upgraded and well-stocked Deacon to take one down during our demo –only to have game director Jeff Ross tell us that it was considered a "baby horde" of just 300 enemies, and that other hordes get a lot bigger. Trying to avoid a freaker horde is a nerve-racking experience in its own right, so tracking down and dispatching the massive seas of enemies should hopefully offer plenty of late-game excitement during Days Gone's lengthy campaign.